Duskmourn: House of Horror (dsk)

#111 ⸱ Uncommon ⸱ English
Nowhere to Run

Variations

Parts

Nowhere to Run

Enchantment
Flash
When this enchantment enters, target creature an opponent controls gets -3/-3 until end of turn.
Creatures your opponents control can be the targets of spells and abilities as though they didn't have hexproof. Ward abilities of those creatures don't trigger.

 

 

 

Legalities

Legal
Duel
Brawl
Future
Legacy
Modern
Alchemy
Pioneer
Vintage
Historic
Standard
Timeless
Commander
Gladiator
Oathbreaker
Standardbrawl
Not Legal
Penny
Predh
Pauper
Oldschool
Premodern
Paupercommander

Rulings

2024-09-20

If a spell or ability targeting a creature an opponent controls with a ward ability is on the stack, causing Nowhere to Run to leave the battlefield won't cause that ward ability to trigger.

 

2024-09-20

If a spell or ability you control targets a creature an opponent controls with hexproof and Nowhere to Run leaves the battlefield while that spell or ability is on the stack, that creature becomes an illegal target for that spell or ability. This includes Nowhere to Run's own triggered ability.

 

2024-09-20

Ward abilities of creatures your opponents control won't trigger as long as Nowhere to Run is on the battlefield. It doesn't matter whether or not they have hexproof.

 

Market Pricing

 NormalFoil
Low$0.16
Median$0.99
High$19.95
Market$0.61
Direct Low$0.55
Buy at TCGPlayer

Other Printings